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LBP2 Saving System: Stickers Vs Codes
Archive: 7 posts
Its sort of funny how the most basic operation in all of gaming is such a complex element in LBP2. With that said, i am currently having plans to design a saving system--mainly for my RPG, but of course i will distribute this to the community as well. However, there are many ways i can go about doing this and it always comes down to would people prefer inputting codes or have stickers do that for you. There are pros and cons to each, and if you vote on the poll, it would really help me out. With Codes, you wont be bogged down with a bunch of stickers, but with stickers you wont have to remember codes. I had an idea to put the Code on the sticker so that players wouldnt forget it. Right now though, im really not sure whats the best method. Sticker Method You would have one for each important variable. Like Level, location and equipment/unlocks. Its not easily exploitable as codes, but this would mean you would have to delete previous stickers whenever you get new ones. Code Method Its works the same way as above, only in code language. Say you reach level 15, you got to the third checkpoint and you unlocked Weapon A and B but not C or D. Your code would be given the score 1530 for level and location and then 2000 which is a certain combination of variables= 3530 which would be the code you input when you load the game | 2011-08-25 14:55:00 Author: Rpg Maker Posts: 877 |
Ahaha... I remember having the same problem... though I don't have a working save system up an' running, I did concieve the idea of doing something along the lines of this: WARNING: This level/game contains heavy usage of stickers. It is highly advised to backup your profile to delete your other stickers, and to turn Community Prizes on. Not doing so may result in disorganization or failed saved data. Long story short: I'd have it sticker based (therefore nobody can leak the data to every cheating player out there ), and put a notice to have adequate sticker space/an entire new profile made for the level (crazy but hey, it'd work in theory ). But that's just me. You decide what's your main priority | 2011-08-26 02:13:00 Author: Fang Posts: 578 |
Stickers are ... Unprofessional I feel. You know? | 2011-08-26 02:16:00 Author: poorjack Posts: 1806 |
Stickers are ... Unprofessional I feel. You know? Yeah, though again, I can easily imagine codes becoming very exploitable. Take for example this: If Knights of the Round in FFVII was attainable by code, how many people you'd think would jump at the chance if they saw the code? And yeah I know many would want a challenge, but there are people (like my sister) who just love using FAQs without doing any actual thinking/work. Course you can disclude them but again, prefences prefences... | 2011-08-26 02:21:00 Author: Fang Posts: 578 |
This was posted not too long ago, and imo, is a great system. You have a 5x5 box, each combination represents a different save. Take a picture of the box using a photo booth when they leave. It'll be much harder to copy codes when it's in a non-linear format, but the picture ensures that they will be able to just paste down the sticker, copy the image to the box, and get their save back. 5x5 is just an example. Can be larger/smaller. Credit to cvb32e with this thread (https://lbpcentral.lbp-hub.com/index.php?t=61869-QR-Code-Encrypter-Decrypter-Encrypted-Save-data-creator). | 2011-08-26 02:40:00 Author: SSTAGG1 Posts: 1136 |
I was with Cvb23e during the creation of his QR Save system. It worked great, he did a bit of adjusting, and we got to the point where we could tell what number would come with each code, out of so many numbers (I cant do the math, but Id guess millions and millions). He got YLOD, but Im hoping he can recreate it, or that he can retrieve it. | 2011-08-26 03:04:00 Author: Clayton Posts: 181 |
Perhaps i am misreading that system and I see how this can be good, yet, its pretty irrelevant to what i am doing. Its easy enough to place objects that carry the variables--however, in this case it would make the loading system more complicated since the variables are random or unpredictable. Remember, saving is only half of a saving system: Loading is main the problem here because it is a generator. Im not sure the design of others games, but mine has a lot of different variables, and including a generator means more randomization which will have more possible outcomes i would have to set for loading, making it more complicated than it needs to be. With codes, i would just randomize them so that the variables arent as noticeable, write them down somewhere and stick with my original plan. This would fit into the sticker method though, considering you wont have to memorize codes. So i will take that as a vote. If he does get back on his feet in time, i will still look at it, but i am mainly thinking about loading logic and mechanics for this plan. And a generator would make that harder and more complex than it needs to be. However, this is also why stickers would be easier to make theoretically. Instead of codes that would save each possible gaming outcome, a sticker would save each important variable, much like Fang mentioned, would be way easier to create. This of course, is better for really large projects. | 2011-08-26 04:25:00 Author: Rpg Maker Posts: 877 |
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